Official Arschmallows Rules

Last Updated on July 16, 2025 by The Official Game Rules Team

Arschmallows is a hilariously absurd card game that combines quick reflexes with a healthy dose of silliness. This page dives into the simple yet chaotic rules, guiding you through the frantic card swapping and marshmallow-grabbing action that defines this party favorite. With its easy-to-learn mechanics and emphasis on fast-paced reactions, Arschmallows is perfect for lively gatherings and anyone who enjoys a good laugh.

Arschmallows fast-paced card game box

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How to Play Arschmallows


Objective

Have the lowest total roast score from your six cards when a player calls “Archmellows!” to end the round. If the caller is correct, they win the round. If wrong, they get a penalty.


Components

  • 65 cards total
    • Number cards with roast values (positive and negative)
    • Action cards (special abilities)

Setup

  1. Shuffle the deck.
  2. Deal six cards face down to each player.
  3. Without rearranging them, each player may secretly look at any two of their six cards.
  4. Place the remaining deck face down in the center as the draw pile.

Turn Overview

Players take turns clockwise. On your turn:

  1. Draw one card from the top of the draw pile.
  2. Choose one of the following actions:
    • Swap: Replace one of your face-down cards with the drawn card (without looking at the face-down card first). The swapped-out card goes into the discard pile face-up.
    • Discard: Place the drawn card face-up on the discard pile without swapping.
    • Play an Action card: If you draw an action card, follow its special instructions and discard it afterward.

Types of Action Cards

Each action card has a specific effect that gives you an edge or disrupts your opponents. Common examples include:

  • Peek: Look at one of your own or another player’s face-down cards.
  • Swap: Exchange a card with another player.
  • Rearrange: Switch positions of two of your own cards.
  • Draw again: Take another card from the deck.

These abilities help you track roast scores, manipulate your hand, or confuse opponents.


Calling “Archmellows”

At the start of your turn (before drawing a card), you may call “Archmellows!” if you think you have the lowest roast score.

When this happens:

  1. All players reveal their cards.
  2. Add up the roast values.
  3. If you do have the lowest total, you win the round.
  4. If you do not, your score for the round is doubled.

End of Round and Scoring

Once someone calls “Archmellows” and the round ends, all players total their roast points. Record each player’s score.

  • You want to have the lowest total roast score over multiple rounds.
  • Decide ahead of time how many rounds to play (for example, play to 50 points or for 5 rounds).
  • The player with the lowest cumulative score at the end of all rounds wins the game.

Strategy Tips

  • Try to deduce other players’ strong or weak cards based on their behavior.
  • Remember which cards you looked at and where they are.
  • Use Action cards to gather info, sabotage others, or bluff.
  • Don’t rush to call “Archmellows” unless you’re fairly certain.

Video Tutorial

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